pandemonium_engine/scene/resources/world_3d.h

108 lines
4.1 KiB
C++

#ifndef WORLD_3D_H
#define WORLD_3D_H
/*************************************************************************/
/* world_3d.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/object/resource.h"
#include "scene/resources/environment_3d.h"
#include "servers/physics_server.h"
#include "servers/rendering_server.h"
class Camera;
class VisibilityNotifier;
class LOD;
struct SpatialIndexer;
class LODManager;
class World3D : public Resource {
GDCLASS(World3D, Resource);
RES_BASE_EXTENSION("world3d");
private:
RID space;
RID scenario;
RID navigation_map;
RID vertex_lights_3d_map;
SpatialIndexer *indexer;
LODManager *lod_manager = nullptr;
Ref<Environment3D> environment;
Ref<Environment3D> fallback_environment;
protected:
static void _bind_methods();
friend class Camera;
friend class VisibilityNotifier;
friend class LOD;
void _register_camera(Camera *p_camera);
void _update_camera(Camera *p_camera);
void _remove_camera(Camera *p_camera);
void _register_notifier(VisibilityNotifier *p_notifier, const AABB &p_rect);
void _update_notifier(VisibilityNotifier *p_notifier, const AABB &p_rect);
void _remove_notifier(VisibilityNotifier *p_notifier);
void _register_lod(LOD *p_lod, uint32_t p_queue_id);
void _unregister_lod(LOD *p_lod, uint32_t p_queue_id);
friend class Viewport;
friend class World;
void _update(uint64_t p_frame);
public:
RID get_space() const;
RID get_scenario() const;
RID get_navigation_map() const;
// TODO Maybe World should have a callback on creation?
RID get_vertex_lights_3d_map();
void set_environment(const Ref<Environment3D> &p_environment);
Ref<Environment3D> get_environment() const;
void set_fallback_environment(const Ref<Environment3D> &p_environment);
Ref<Environment3D> get_fallback_environment() const;
void get_camera_list(List<Camera *> *r_cameras);
PhysicsDirectSpaceState *get_direct_space_state();
void move_cameras_into(Ref<World3D> target);
void notify_saving(bool p_active);
World3D();
~World3D();
};
#endif // WORLD_3D_H